ThreeNippledWanda

ThreeNippledWanda

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Sure, I start by setting up the player spawn event to run exactly as laid out in the tutorial, and set the 'Initial Game Event' of my chosen combatant to run my character creation scene. That way, there's already an actor spawned in the scene to all…

Thanks, the elements feature is what I'm currently using to manage it. I can have each element display a single stat and then set it to display only if the value is greater than zero, then place it where I want using the GUI editor feature. Of cours…

I haven't delved deeply enough into the UI to know which route/workaround might best suit my needs, but for Items I was basically envisioning your standard block-layout inventory screen with icons that would display an item's name when you mouse ove…

Please add the ability, when selecting through a list of formulas, stats, items etc., to either type the key number in directly, or at least limit the selection by type. That would be an amazing time saver.

Holy crap in my pants, that's done it! EUREKA!!! For anyone having similar troubles, just remember that, every time you create a new piece of equipment, you're going to have to cycle through all of your classes and select it as equippable in order f…

Thanks, UserName, that's useful information about Item subtypes. I haven't found a 'Check Equipment' node usable inside formulas apart from one that's selectable as an option under the 'Check Status' node, but that apparently forces me to check for…

So... are you saying that the value we input for a selected data node, i.e. 'equipment', actually creates an new variable inside the formula that references all of the stats and variables for whatever data is selected by the node? In other words, le…

*Update* As of this rainy Saturday morning I've got this crazy thing working again (for now). I'm not sure what broke it to start, but one of my first steps in troubleshooting was to go to the node at the beginning of the formula and change the 'Ope…

Wow, I wanted to wait for a reply before I posted again to update that this issue was resolved, but then as of this morning it no longer appears to be. I don't know what fixed it before, but it was fixed. I deleted the formula, re-input everything f…

Eureka! I wasn't sure what you meant at first, but started looking around and discovered what to do. For anyone, like myself, who might have fumbled over this crucial step in one of the tutorials, you need to open your Event Settings node (the very …

Yes, I attempted that from the beginning, and several times thereafter, employing various nuances. I've tried doing that from both the start of my formula and towards the end, before the loop. Before and after creating the TimesLooped variable. I've…

I'm not seeing an option to add a link for pics, but I can explain why the formula needs to loop. Maybe you've got another way to achieve my desired outcome. It's very simple: I'm creating a system centered around dice rolls to generate random outco…

*Update* I've run into a new wall regarding my dice looping formula, one where I believe that I absolutely must find a way to compare two independently set values, or bust. Specifically, I need to create a variable inside the formula via Change Game…

Now that I've just realized I can check against literally anything with the Check Status node (Thanks for setting me straight there, I thought it only checked against Status values) I'm not sure it's relevant. What I meant was, for example, if I wer…

Perhaps I'm using the vernacular incorrectly. The method I use to call a formula is to create a Value node and Set (Add, Subtract--whatever) it to a desired formula, which indeed appears to adjust to the correct value. Is that not 'calling' the form…

So, thank you first for responding, and I was able to work this out... kind of. Here's a breakdown for those who might be interested.
I started by calling my main formula value in the initial node, then creating a Store Formula Value node and savin…